Main    RPG    News     Dojo     Fictions    Gallery    Links
                                                        Kotai

   Kotai is the tactical mind that controls the Rikugan no Seifuku.  He admitedly is the weakest of them in a one on one battle, and nevers enters one without a plan, however his tactics are stronger than most Lion commanders.  He considers most of the rest of the Rikugan no Seifuku to be little more than pieces on a board and uses them only as necessary.
   He considers his brother Kosai to be a failure and refuses to teach him any of his more powerful techniques.  However even a poorly forged sword can be of some use, so he continues to use his brother.
   Kotai lead a counterattack against the party forcing them into an old hunting cabin, which his troops made collapse.  He accepted a duel from Ryuken, however using his most powerful techniques he confused Ryuken into believing he had slain Kotai and then was himself shot to death by Kotai's troops.  Ryuken has since been taken to speak with Ran.
  Kotai then moved to organize the front against the Crane.

Kotai's epilogue:  Upon hearing of Ran's death Kotai flies into a rage and leads a unit through the Crane lines and vanishes into Rokugan's underworld.

Kotai's known stats:
Fire: 3 Int: 5, Earth: 3, Water: 5, Air: 4, Void: 3

Skills: Battle: 5, Leadership: 5, Iaijutsu: 2, Archery: 4, Kenjutsu: 3, Defense: 4, Seige: 4, Sensei: 3

Glory: 3.5  Honour: 3.7  Rank 5 Ronin
Advantages: Leadership, Student of Water, Tactician, Irreproachable
Disadvantages: Dependent (Kosai)

Techniques: Rikugan no Seifuku, High Morale, Diversionary Tactics, Low Morale, Superior Tactics.

HIgh Morale: The commander may roll Leadership + Water vs. a TN of 5 for every 10 soldiers affected by this technique.  If this roll succeeds these troops roll and keep an additional die for all attack and damage rolls during one combat.  This may be done a number of times per day equal to the insight rank of the user, but may not target the same soldiers twice for one combat.

Diversionary Tactics:  By rolling Battle + Water vs. a TN equal to 3 x the sum of all the target's insight ranks.  For the duration of the one combat all targeted opponents are at - 3 dice rolled for all actions.  This may be done once per combat.

Low Morale: The Commander spends a Void point and rolls Battle + Awareness and his opponent rolls Awareness, if successful the opponent is terrified and is effected as if he failed a gainst a Fear of 5 (even if he is usually immune to Fear).
Hosted by www.Geocities.ws

1